Searched defs:isPushed (Results 1 – 11 of 11) sorted by relevance
280 bool isPushed = m_SceneNodes.push_back(node); in PushSceneNode() local292 bool isPushed = m_SceneNodes.push_back(node); in TryPushSceneNode() local363 bool isPushed = m_Models.push_back(model); in PushModel() local376 bool isPushed = m_Models.push_back(model); in TryPushModel() local422 bool isPushed = m_SkeletalModels.push_back(skeletalModel); in PushSkeletalModel() local434 bool isPushed = m_SkeletalModels.push_back(skeletalModel); in TryPushSkeletalModel() local487 bool isPushed = m_Lights.push_back(light); in PushLight() local500 bool isPushed = m_Lights.push_back(light); in TryPushLight() local546 bool isPushed = m_FragmentLights.push_back(light); in PushFragmentLight() local558 bool isPushed = m_FragmentLights.push_back(light); in TryPushFragmentLight() local[all …]
48 bool isPushed = m_ParticleModelInstArray.push_back( particleModel ); in AddParticleModel() local57 bool isPushed = m_ParticleEmitterInstArray.push_back( particleEmitter ); in AddParticleEmitter() local
149 bool isPushed = false; in CreateSmLayoutResource() local212 bool isPushed = m_SmLytInstanceArray.push_back( smLyt ); in CreateSmLayout() local
193 bool isPushed; in CreateModel() local345 bool isPushed; in CreateParticle() local458 bool isPushed = false; in CreateSceneEnvironment() local606 bool isPushed = m_ResourcesArray.push_back( resSet ); in CreateCamera() local
48 bool isPushed = m_CostArray[m_CostArrayFlip].push_back( addCost ); in Begin() local120 bool isPushed = m_CostArray[m_CostArrayFlip].push_back( addCost ); in Begin() local
108 bool isPushed = m_Materials.push_back(materialKeyValue); in Accept() local
289 bool isPushed = s_Resources.push_back(resourceSet); in LoadResources() local
303 bool isPushed = s_Resources.push_back(resourceSet); in LoadResources() local
311 bool isPushed = s_Resources.push_back(resourceSet); in LoadResources() local
75 bool isPushed = resourceArray.push_back(resourceSet); in LoadResources() local
483 bool isPushed = s_ParticleModels.push_back(*iter); in LoopAnimation() local